mirror of
https://github.com/bsnes-emu/bsnes.git
synced 2025-04-02 10:42:14 -04:00
It's been a while, so here is a new release of bsnes. Unfortunately I don't have a full changelog this time. Most of the work went into stabilizing libsnes (which is used by the experimental .NET, Cocoa and Python UIs; as well as by Richard Bannister's OS X port). The Windows binary package now comes with all three variants included: bsnes.exe, the standard version that casual users should run; bsnes-debugger.exe, for SNES programmers and ROM hackers only; and bsnes-accurate.exe, which should not be used by anybody, ever. In all seriousness, bsnes-accurate.exe is bsnes with the dot-based S-PPU renderer. It's twice as slow as the normal build, and you won't really notice any differences except in Air Strike Patrol. It's there for the curious and for any SNES programmers who want to try making some really awesome video demos. Changelog: * OS X port builds once again; now requires gcc44 from Macports * libsnes API finalized * fixed a bug with S-CPU debugger breakpoints * various source cleanup
93 lines
2.6 KiB
C++
93 lines
2.6 KiB
C++
/*
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Copyright (C) 2005-2007 NSRT Team ( http://nsrt.edgeemu.com )
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Copyright (C) 2002 Andrea Mazzoleni ( http://advancemame.sf.net )
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Copyright (C) 2001-4 Igor Pavlov ( http://www.7-zip.org )
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License version 2.1 as published by the Free Software Foundation.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef __LENCODER_H
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#define __LENCODER_H
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#include "btreecd.h"
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namespace NLength {
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const UINT32 kNumPosStatesBitsMax = 4;
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const int kNumPosStatesMax = (1 << kNumPosStatesBitsMax);
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const int kNumPosStatesBitsEncodingMax = 4;
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const int kNumPosStatesEncodingMax = (1 << kNumPosStatesBitsEncodingMax);
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const int kNumMoveBits = 5;
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const int kNumLenBits = 3;
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const int kNumLowSymbols = 1 << kNumLenBits;
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const int kNumMidBits = 3;
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const int kNumMidSymbols = 1 << kNumMidBits;
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const int kNumHighBits = 8;
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const int kNumSymbolsTotal = kNumLowSymbols + kNumMidSymbols + (1 << kNumHighBits);
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const int kNumSpecSymbols = kNumLowSymbols + kNumMidSymbols;
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class CDecoder
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{
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CMyBitDecoder<kNumMoveBits> m_Choice;
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CBitTreeDecoder<kNumMoveBits, kNumLenBits> m_LowCoder[kNumPosStatesMax];
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CMyBitDecoder<kNumMoveBits> m_Choice2;
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CBitTreeDecoder<kNumMoveBits, kNumMidBits> m_MidCoder[kNumPosStatesMax];
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CBitTreeDecoder<kNumMoveBits, kNumHighBits> m_HighCoder;
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UINT32 m_NumPosStates;
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public:
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void Create(UINT32 aNumPosStates)
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{ m_NumPosStates = aNumPosStates; }
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void Init()
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{
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m_Choice.Init();
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for (UINT32 aPosState = 0; aPosState < m_NumPosStates; aPosState++)
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{
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m_LowCoder[aPosState].Init();
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m_MidCoder[aPosState].Init();
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}
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m_Choice2.Init();
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m_HighCoder.Init();
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}
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UINT32 Decode(CMyRangeDecoder *aRangeDecoder, UINT32 aPosState)
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{
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if(m_Choice.Decode(aRangeDecoder) == 0)
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return m_LowCoder[aPosState].Decode(aRangeDecoder);
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else
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{
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UINT32 aSymbol = kNumLowSymbols;
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if(m_Choice2.Decode(aRangeDecoder) == 0)
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aSymbol += m_MidCoder[aPosState].Decode(aRangeDecoder);
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else
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{
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aSymbol += kNumMidSymbols;
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aSymbol += m_HighCoder.Decode(aRangeDecoder);
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}
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return aSymbol;
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}
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}
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};
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}
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#endif
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